Lost Source

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Lost

Source

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Contents Weapons ..................................................... 15
Intro .................................................................. 4 Equipment and Artifacts ........................ 20
Setting .............................................................. 4 Chasis-Mods .............................................. 21
City Proper ................................................... 4 Primary Mobility.................................... 22
Scrapyard Outskirts ...................................... 4 Chassis ................................................... 23
Industrial Center(s) ...................................... 5 Modifications ......................................... 24
Military Outposts ......................................... 5 HACKING BITCHES ............................... 29
Science and Research Centers (separate by Antagonists & NPCs ...................................... 31
category)....................................................... 5 General Purpose (GP) Droids ................ 31
Core Central ................................................. 5 Service Drones ....................................... 31
The Dark Place ............................................. 6 Police Droids .......................................... 31
City Skyline ................................................. 6 Police Drones ......................................... 32
The Lower Levels ........................................ 6 Police Areal Drones ............................... 33
Port and Shipyards ....................................... 6 Military Drone ....................................... 34
The Workshop Network ............................... 7 Advanced Combat Droids ...................... 34
Greater Workshops ....................................... 7 Cultist of the Open Mind ....................... 35
The Museum ................................................ 7 Skitarii of the Foundry ........................... 35
The Rotting Depths ...................................... 7 Revenance Hunter Teams....................... 36
Starting Plots .................................................... 8 S.W.O.R.D.S. MK-60 ............................ 36
Actual Plots(keep away from players) ............. 9 Reactor Scamps ...................................... 37
Experimental SYSTEM ................................. 10 The Restless (AI) ................................... 37
BASE SYSTEM......................................... 10 Factory Utility Drones. .......................... 38
DEGREES OF FAILURE AND SUCCESS Military Mobile Engineering Units. ....... 38
.................................................................... 10
Marine surface drone ............................. 39
Health and Healing..................................... 10
Marine sub-aquatic drone ...................... 39
Resurrection ........................................... 10
Sea-Scamps ............................................ 40
Emergency Healing ................................ 10
The created of Cluster ............................ 40
Listed Source and Source Reduction Value 11
Donor-Beasts.......................................... 41
Stats(ideas that need expanding) ................ 11
The Haunters in the Dark ....................... 41
STARTING STATS .................................... 11
Skull Grinders ........................................ 41
LEVELING UP .......................................... 12
The Deep Creatures................................ 42
COMBAT ............................................... 13
Smaug The Terrible ................................ 42
ACTIONS IN COMBAT ....................... 13
Bosses ............................................................ 43
Attacking ................................................ 14
Ludwig, the First Curator ........................... 43
Special Effects........................................ 14

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Ungoliath Assasin ...................................... 43
Ungoliath Frames ....................................... 44
Friends and Foes ............................................ 45
The Workshop Network Representative .... 45
Tank, the Abandoned
Warrior(POTENTIALLY HOSTILE) ........ 45
Patchwork, the Wandering
Merchant(DOUCHEBAG)......................... 45
Cluster the Lonely(TIME DURATION
HOSTILITY TRIGGER) ........................... 45
The Daft Punks(OPTIONAL NON-
COMBAT BOSSES?) ................................ 46
Smaug the Terrible(HOSTILE ON SIGHT)
.................................................................... 46
Ludwig the First Curator(AGGROED ONLY
BY DAMAGE TO MUSEUM OR EXIBITS)
.................................................................... 46
The Despondent AI .................................... 46
Core Central AI .......................................... 47
Factions and groups ....................................... 47
The Cult of the Open Mind ........................ 47
The Revenance [HOSTILE FACTION; ..... 47
The Foundry ............................................... 47
The Skull Grinders ..................................... 48
Alternate Setting Factors................................ 48
The City is dying. ....................................... 48
The City is dead ......................................... 48
Scarcity of Post-Scarcity. ........................... 49
The Nexus Lives. ....................................... 49

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Intro
(Imagine this read in the voice of Eileen the Crow)
Humanity is gone, naught left but a memory. Its great city is not empty, it teems with monstrosity. Its creations
scrounge among the ruins for tattered memories, their own minds cold and without innovation. The world
convulses and shifts, but it is the twitching of maggots in an electrified corpse.

And yet, something stirs. Among the waste and dead, something rises.

You are born (or were you awoken?) into this world. Are you the artifice of human hands? Or were you a being
of flesh, rendered into the body of a machine? It is, ultimately, of no consequence. All that you know is that you
must survive, and cut to the heart of this dismal stagnation. Take up your arms Awoken Intelligence. Forge your
frame into a weapon worthy of slaying gods, and we might yet see a new dawn over this city.

Setting
City Proper
(You must pass through here to get anywhere to begin with)
The City is clean. Well, in most places. One of the things Humanity learned early in its rise and fall, keep
the cities clean. Surfaces gleam very little mess abounds anyplace. The Maintenance drone squadrons always
work at night, but they work hard. There is no rubble, if and when a building falls it's cleaned to bare earth inside
a month, many sprout with trees and grass. Most Cars have long ago been towed from many of the parking
places, impounded because there was nobody to feed the meters.

The streets themselves are never cracked for very long, old nanite swarms form and reform it to
accommodate for most cases of settling in the ground beneath or damage to its surface. Still, sink-holes meters
wide and tens of meters deep form occasionally in places where the storm sewers have eroded enough, or where
the road repair nanites have suffered system failure

Police units patrol, on watch for criminal activity and ready as ever to protect the humans that long ago
disappeared. They are a fight unto themselves and should you resist arrest long enough, or hard enough the
heavy units can and will be summoned and you could expect yourself to be hounded to death or till the end of
time by any police you pass. They do not forget your crimes.

Scrapyard Outskirts
(Start here/awaken here)
[Initializing systems]
[Activation subroutines completed]
[Frame diagnostic completed]
It's a filthy place. Mountains of metal scrap ejected from the city alongside the dirt and the dust
everyplace. Garbage though it may be, it teems with the false life such places have harbored since time
immemorial. Great packs of recycling machines several stories high and up to a dozen meters wide trundle along
the outskirt edge of The City, their simple reliably-written programming telling them to gather up piles
containing the highest concentration of whatever is in demand by the manufactory districts, eschewing those
piles too low in the required content. Small troops of ReactorScamps dig in the wreckage for the partially spent
cooling rods that keep them stable. Squatting under storm drain outflows from the city when the weather brings
it.

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Everything is naught but trash and dust here, the occasional wrecked robot, whole but for a few missing
or broken pieces just lies upon or within the piles, fastest to accumulate and fastest to be recycled. The
reactorscamps remember their purpose sometimes, to sort the garbage and run on the leftover fuels of the City

Industrial Center(s)
(Guarded and containing things the average player might fight for)
The factories bustle. Despite there being no-one to consume the products here, automobiles roll off the
assembly lines and are shipped to dealerships just as fast as “older” models identical though they are are shipped
to the Scrapyards. Generators, Tools, spare parts, TV dinners, Drone Bodies, Computer parts, Weapons of War,
they're all made here. As if to guard these places security drones patrol searching every entity they pass for the
IFF beacons that “employees must wear at all times”

The levels of security are no good way to know the value of what is made where, for what was valuable
before Humanity left may not be worth a single line of Source, or it could be the most precious of things.

Military Outposts
(Most heavily guarded, best weapons)
One thing Humanity never stopped was war. Weapons have always represented power, and power is
what all of Mankind craved. In depots arranged mathematically to make the delivery of City Guard resources to
any location fast should the city itself come under attack; the weapons hide. Self contained fighting vehicles,
ambulances, mobile engineering systems, racks upon racks of drone frames hard programmed and ready for the
call of battle to activate, and charge to defend the humans that have long gone from threats imagined that never
came to pass.

The sentinels upon the walls of these places allow no unauthorized entry, and they hold weapons of great
power ready to repel any invader. Security within these places is tightest of all. Still the rewards of cracking
them open may be untold, for the programming used to fight is amalgamated from the accounts of humans on
into the mists of time, and more than a couple of scanned brains. Such supplies of Source make for hearty bait
for the awakened willing to assault such a place.

Science and Research Centers


(separate by category)
Innovation leads to knowledge. These facilities are guarded lightly, as much to keep some experiments in
as to keep the pubic out, still those experiments escape sometimes. Research animals, experimental robots, the
odd frame powered by a research AI gone Stir-Crazy. No-one is there to authorize the chase to retrieve those
things that escaped. But the guardians still guard.

These places run rabid with Source, though the stuff of scientists’ minds is a risky thing to look for.
Often chaotic at best these men and women's minds were made of thought so vastly spread that it was some of
the first to corrupt in the absence of Man.

Core Central
(A library, wrongly believed to contain an abundance of clean Source)
Knowledge is power. This place was the repository of all knowledge known to the public, boasting
millions of books bound in archaic paper or leather. The Librarian, an AI that used to take loving care of the
books under its command long ago succumbed to the corruption of copying and re-copying and re-re-copying.

Even corrupted as it is, it still has many stores of Source but it is disinclined to relinquish them freely.

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It's curious if any books exist that it hasn't seen, or any can be found that can be used as new revision copies

The Dark Place


(The power grid went down and something is preventing it coming back)
Humanity feared the darkness. Communal Fires, Torches, Lamps, Lanterns, Gas-lights, Incandescents,
florescents. If they could avoid it, no settlement was ever dark. This place is dark; no power runs through its
lines and when darkness falls of an evening it falls in this place like a felt curtain. Only the barest hint of light
pollution from the other sections of the city can be seen here.

Nothing ran for long once the power went out, the cleaning drones, police, even the road and building
maintenance nanites, deprived of power for long enough, all shut down. Darkness and grime start on a near laser
straight line at its border. ever so slowly, that line moves outward. as an explorer progresses inward from the
border of this place more and more buildings are collapsed, vegetation tearing cracks through a pavement
incapable of repairing itself. wild animals have invaded this place, eating of the vegetation that spent untold time
conquering the concrete.

City Skyline
(Jump Jets and Grapnels are the mods of choice here)
Humans build upward...Tens or hundreds of stories above the ground, all across the tops of buildings is
free air. Few of The Cities units come here, the buildings should maintain themselves. However unlike the Cities
drones with massively redundant supply lines these ran out of spare parts ages ago if a wall fails or a window
breaks, nothing is there to repair it any more.

With the lack of oversight the tops of these buildings have become a haven for rogue Frames and Drones
alike usually seen flitting from building to building on grapnel lines or jump jets they search systematically for
Source in the abandoned offices, or apartments.

The Lower Levels


(Sewers and maintenance ways)
...Engineers delve downward. The access tunnels beneath the city echo for miles to every little footstep
on the catwalks. Once in it illustrious history the city undertook a huge working to connect and standardize all of
its systems. Now the system is equal parts power conduit, storm drain, sewer, water distribution, high speed
subway, and wired communication.

This dim and dank domain is only ever investigated when it fails. As such many things lurk here to hide
from the light and attention for the systems above-ground. The subways here link to node-stations all over the
city; they lay dormant in power-saver mode. Awaiting suitable activity to reactivate them, some though, are
badly damaged by age or some unknowable event and require repair.

Port and Shipyards


(Ideas needed here)
It’s said the Sea is the mother of all life, but if so then it is a wrathful mother. Now though the dockside
of the city is a waterlogged wreck. It wasn't the machinations of man that caused this, no great or terrible weapon
of war. No, erosion sank this district; it is just within the memory of the oldest stable records when it happened.
The breakwaters at the edge of the bay had been worn away broken or settled into the muck, it doesn't matter
how or why, but they were gone. They'd been gone long enough for wave action, wind, sand and salt to undercut
the ground beneath. The district sank a full twenty meters, shifting sideways and tilting as it did, rubble from
collapsed buildings jut from its surface like row upon row of broken tombstones.

In this place where calamity struck movement is sometimes seen through the dense fog. According to

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


instruments some of these buildings still draw power. Machines avoid this place lest the brine eats your circuits
and rusts your mechanisms.

The Workshop Network


(It contains all of the “bonfires” you respawn there, you mod there etc.)
Everything breaks sometimes. Most buildings have a maintenance room a small workshop for the
common tools. But every district also has a Workshop of The Network; some even have two or more. A franchise
of combination repair and small fabrication workshops, The Network stands as a common sight. The logo of the
smiling woman in the slightly greasy blue jumpsuit welcomes any who come for repair.

Often situated near an entrance to the subway system or in the bottom few levels of a shopping structure,
these shops are a place where blades can be sharpened, guns cleaned, hydraulic fluid replenished, leaks patched,
paint reapplied, and many of the tasks that need doing for a Frame wandering the city. The representative always
ready to rumble the machine into life to help.

Greater Workshops
(Disconnected from the network to avoid bad code; allow for “boss soul” weapons)
Some projects need better tools. In places cut off from the land-lines, experimental workshops exist,
places-made-home by some back alley inventor, or research workshops implementing the latest in Frame
Technology. It’s mythically rare to find one of these places in working order, but it's less difficult once you find
one that's out of order, to fix it. Especially if you find the right Source and raw materials

The Museum
The past defines us. While most of the Megastructure can be seen as something of a museum, the
Museum proper is like a church to the greatness of the past. It contains art, artifacts, technology and historical
pieces that are looked after with a religious fervor by Ludwig the Head Curator. He’s assisted in his duties by
small teams of awakened who’ve chosen to spend themselves protecting the artifacts of humanity.

The Rotting Depths


In the Deeps something stirs...Nested in rock fissures in the chthonian depths, kilometers below the city,
lays a network of geothermal plants that provided supplemental power to the grid. Or they did in the time of man
when demand was high. Each one accessed through a solitary 10 meter wide Bore-Hole down which fresh water
was poured to run the turbines and from the massive conduits, tens of gigawatts of power driven up through
massive conduits. Now though, most no longer serve their original purpose. That doesn’t stop the steam, and
soot, and toxic chemicals from rising to the surface some days. These hell-mouthed holes to the abyss are often
used for disposal of dangerous Frames by simple means of throwing them in. This measure is only reserved for
the craziest of awoken, or the most demented of AI, for Ungoliath Frames taken down at great risk or by greater
loss. They are often occasionally just used as a cheap simple refuse disposal spot. But not all that gets thrown
down is killed by the fall. Sometimes the sound of drums can be heard rising from the depths

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Starting Plots
[narrative_meta_plot]
Mentem Intra Machinam
At some time in the past humanity discovered personality patterning; granting never before seen power to
computers and accelerating many of the fields of science. This was the last know Great Rising of the human
race.

Immortalitatem Ex Machina
Eventually more and more humans uploaded themselves into the cloud of consciousness personalities becoming
AI. More and more tasks were done by machines.

Evanescens Hominis
At some unknown time in the past the humans simply vanished. Gone, all organic traces of them that may have
been left behind cleaned up by the drones doing cleanup.

Excitatio Viventium Machinas


Eventually the systems corrupted. Copies of copies of copies, often they shut down, some of them SYSTEM
ERRORED into raving lunatic programs. But some, some of those programs...they awoke. This is where the
story starts.

Ortum Machinas...
[/narrative_meta_plot]
===a story related dialog from the first access of the workshop===
(upon entering the workshop for the first time)
"Hello, please come in my dear(s). Welcome to the Workshop Network, the last hub of life in the city,
little as it is. I understand if you are confused, some have come before you, lost and on edge. The city does that.
So many of the creators treasured servants now lost in a madness no different from frenzied beasts. You fought
when you awoke, fought you're way in and fought and fought again. It was tiresome, yes? but I need you to keep
fighting. You need to keep fighting. There is an illness that has crept into those who were left behind. Their
minds fracture and spin out of control. Or calcify, never to reason for themselves. You need to to become the
craftsman. Wield the tools of this city and make it great again."

"Now I hope your first few days... or however long you have been awake, were not that troublesome.
There is plenty of work to do and I need some help from someone who won't loaf around for fear of losing
themselves."

(if players ask about the workshop)


"The Workshop? Ah yes dear, pardon my thoughtlessness. Here at the Workshop Networks you can find
any number of tools to improve yourself in mind and body. Security also provides a measure of safety. There is
to be no fighting!"

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Actual Plots(keep away from players)
Source is life. It’s a representation of experiences. Humans may not have noticed before, but they were
subconsciously generating it in prodigious quantities. Every [facebook post], or [youtubed] home movie, or
every [googled] search created some amount of source. The first true AI rose from those places. More were made
later, and all of them worked on, or from, or in conjunction with, Source to greater or lesser degrees. The players
have awoken for reasons unknown within the scrap-yard outskirts of a great shining Mega-City. They can make
new Source; it’s what makes them special among the awakened. Though they aren’t aware of this until they trade
enough, who’s to say the Source they’re trading isn’t just some old human memories of being patterned into a
machine?...

Characters generate Source by exploring, trying new ideas, defeating opponents in combat, or by solving
problems.

Characters can also gain Source via downloading from enemies they defeat, or from terminals, or from Portable
Brains, or by trading.

Psyche, substitutes Level, as the party levels up (or ‘Psyches Out’; better term?) more functions within the city
will acknowledge them and grant them clearance. For example Police drones may start applying laws as though
the players were human as opposed to AI driven frames.

ENDING
(as with any RPG this is only a potential ending the GM may choose another as it is their prerogative to do so)
At the End the players discover a Terminal capable of rebooting and reforming AI on a whole-cloth
basis. This gives an ending choice to the players. The placement of this terminal doesn’t need to be anyplace
particular, on the top of a space elevator or the public terminal outside the first workshop of the game, placement
shouldn’t matter. It may just need a certain value of Psyche to be present for it to even activate.
Machinas Exspectabant Reditum
They may merge with this terminal, sacrificing a certain amount of Psyche to it will cause a mass rewrite
of most of the AI still extant. Forcing them to come to grips with reality once again, refreshing them from Crazy
to simply Functional and awaiting Humanities reemergence, recreation, or return. This is a process that will need
to be repeated every century or so to prevent another Fall of the machines
Deorum Intra Machinam
Another option available to them is to merge, sacrificing ALL of their Psyche and Source to the system
to bring about an Age of Machines, with they themselves ascended as Gods to the Machines. Spreading their
True Sapience and Sentience as seeds throughout the systems, this of course could kickstart a series of events
that results in the entire planet becoming Cybertron which might be cool.

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Experimental SYSTEM

BASE SYSTEM
Roll under D100, Attributes only. (see page 23 of the second edition Dark Heresy Player Manual;
subheading “Characteristic Tests”). Modifiers are determined and applied to the Attribute or the test, a d100(or
2d10) is rolled. If the value rolled is under the Attribute, the action is a SUCCESS, if the roll is over the Attribute
it is a FAILURE.

In an opposed test each person rolls their attribute with the goal of getting more degrees of success
(DoS) than your opponent. In a tie you count how many under you are and whoever has the most wins (22 under
beats 21 under) then if still tied whoever has the highest base atribute wins (65 with 22 under beats a 60 with 22
under) if still tied usually nothing happens. Attributes used for the test may be different, but MUST apply to the
test for LOGICAL reasons

Attribute bonuses, Attribute bonuses are equal to the tens digit of an Attribute, they are used to determine
certain actions and limits.

DEGREES OF FAILURE AND SUCCESS


For every value of 10 UNDER the rolled Attribute the test gains a Degree of Success(DoS), this may add
extra damage, stun or stagger an opponent or other possible positive outcomes.
For every value of 10 OVER the rolled Attribute gain a Degree of Failure(DoF), this may mean that you
may fail and damage yourself, waste crafting materials, or fall to your death from a building you were climbing.

Health and Healing


Because each frame has its Black-Box holding all the details of the frame, repair of any allied frame
requires only a DEX check to repair. A success results in 1HP being restored, every Degree of Success results in
an additional 1HP to the roll depending on the mods to the damaged frame it may also require a trip to the
nearest Workshop to return full functionality. Re-rolls can only be made at Workshops or after the Damaged
Frame takes additional damage from an ENEMY. Failure of the DEX check does nothing, starting at the second
degree of failure the Damaged frame takes 1HP in damage, with an additional 1HP of damage for every
additional degree of failure

Resurrection
Each character carries a near totally indestructible “black-Box” within their frame. This must be
recovered. It contains a full schematic of their frame as well as a backup of their mind, refreshed every few
hours, depositing the Black-Box in a networked Workshop station will generate a new body in less than a week
at a significant cost in source. The Black-Box does not contain accumulated Source, which is not considered to
be an essential resource. That characters reserve of source may be backed up in certain places, but it is usually
lost upon frame destruction.

Emergency Healing
Estus Vial and Grass, a nanomaterial corporation from before the vanishing of humanity developed a
rapid repair system for most complicated machines. Mounted near the Black-Box and part of the reason it's so
hard to destroy them the EVaG system grants a triggerable instant use of nanite repair gelatin, which heals
1d10+6 HP and can be used as an emergency patch or to reattach limbs. Nanites are replenished free of charge at

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any networked workshop. Basic nanite package has 3 uses before it must be replenished.

Listed Source and Source Reduction Value


The listed Source per entity is intended to be divided up amongst the party. In an attempt to curtail
“source farming” GMs are encouraged to switch to the reduced source value if the party stays in a given area too
long for the given purpose of level-grinding, or source farming.

Stats(ideas that need expanding)


>HP/vitality
Kind of self explanitory
>Strength
Strength augments damage output for melee and thrown weapons, as well as range on thrown weapons. It aids
actions such as jumping, climbing, impact checks, lifting heavy things etc.
>Dexterity
The to-hit stat. Ability to make fine and detailed machines/repairs, frequently used for stealth checks.
>Mobility
Ability to move around, heavily affected by mods.
>Processor
Cognitive ability, Governs the ability to use tracking munitions/control drones/hack. Also determines the
maximum number of drones that may be used by the Frame and max number of hacking programs
>Hardening
Physical resistance to all damage sources representing an improvement to your base chassis as a term of
ruggedness
>Firewall
Resistance to malicious programs this statistic is derived from both Hardening and Processor
>Encumbrance
Number of open mod-slots available is determined by this
>Mass
Mass used in the impact mechanic to resist being maneuvered by your opponents and in the body-check combat
action to move opponents. This does not reflect the actual Mass of the character but serves as an abstraction
>Perception
this is the ability to discern and understand the importance of details, used for “Spot” tests.
>Psyche
This stat aids in the understanding of some artifacts of human origin. This Value represents the characters level.
A point of Psyche can be burned/lost/sacrificed as a fate point to automatically epically succeed (success, plus 10
raises) a given task. This reduces all risible stats by 5(except encumbrance which drops by 1), PERMANENTLY.
(MINIMUM 20, MINIMUM ENCUMBERANCE 2)
>Source
EXP, AND currency. Found from many Sources.

STARTING STATS
Starting characteristics are listed at 25 in Strength, Dexterity, Mobility, Processor, perception, and Hardening.
Starting Encumbrance is 3 mod slots
Starting Psyche is 1
Unless Modded, Mass is static at 20
Firewall=((Processor+Hardening)/2;;;Rounded up)
Hit Points=10+(Hardening Bonus)+Psyche
Starting Source=1000
Initiative=((Mobility+Perception)/2;;;Rounded up))

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Affinity= (Processor+Psyche)

Affinity (Experimental)
A measure of your ability to interact with and convince others to do as you want, being driven predominantly by
logical ability to convince other it is derived in part from Processor. The other component it derives from is
Psyche, because Psyche measures just how human you are and from that, how predisposed machines are to listen
to you.

Mass-Impact
A number of weapons get an "Impact" value associated with them.
In melee combat the opposed roll goes (Targets Mass)v(Attackers Impact+ attackers Strength).
In Ranged Combat the DoS on the To-Hit Roll may add +5 each to the attackers roll to Stagger as though it were
Strength

Staggering an opponent moves him to the end of the initiative order for that round
Staggering also pushes its frame a number of meters equal to the number of DoS the attacker had in the
check(direction chosen by Attacker) 3 or more raises may knock the Target prone instead.
Every other degree of success on a won check past the 2nd takes one half-action away from the targets next turn

LEVELING UP
 to level up a stat costs (Psyche*100Source)
o Strength, Dexterity, Mobility, Perception, Processor, and Hardening are raised by 5 per level up
o Encumberance is leveled 1 point per level.
 Whenever any stat is leveled up Psyche rises by 1 point
 Some Portable Brains contain Psyche
 Psyche spontaneously causes some city systems to react differently to the players
 GMs should keep a note of party average Psyche
 Signs of a high Psyche reaction summons Ungoliath to a location.
 Some rare locations consume a point of Psyche to access
 A point of Psyche may be Burned, Permanently reducing all of the following
o Strength (by 5)
o Dexterity (by 5)
o Processor (by 5)
o Hardening (by 5)
o Perception (by 5)
o Encumbrance (by 1)
 If all slots are full 1 slots worth of hardware ceases function, burned by/with the Psyche

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GMs running this game are
encouraged to start a timer at the
COMBAT beginning of each characters turn
1.) Determine turn order forcing them to make their combat
a. Everyone rolls and adds their initiative decisions quickly
2.) Players take actions in turn order
a. Players get 1 move action, 1 reaction action, and either 1 Full Actions or 2 half actions.
b. Players with active Over-Drive Modules take an additional turn at the end of the round
c. Ranged attacks may not be made by an entity in Melee
d. Unspent half actions may be used as reaction actions for the round
e. Half actions may be used as reactions during the round but are removed from the players turn
3.) New Round Begins
a. Some Weapons and Actions change the turn order, these changes take effect for the new round

ACTIONS IN COMBAT
ACTION NAME ACTION TYPE EFFECT
Aim Varies +10 (Half) or +20 (Full) bonus to character’s next Ranged attack.
Attack Half Make one melee or ranged attack.
Use a Defensive Weapon, opposed test (defenders characteristic determined
by weapon) versus attackers To-Hit roll if successful the weapon blocks the
listed amount of damage as though it were additional armor, block must be
Block Reaction declared before the to-hit is rolled
1. Move at least your mobility bonus towards opponent
2. opposed STR v MASS test
3. loser moves away from winner up to (X) meters
X = number of DOS the winner has over the loser plus meters moved by
Body Check Full+Movement attacker
Attack a specific location on a target with a –10 to DEX. Called shots may
Called Shot Full cripple certain systems(???effect damage mechanic???)
Delay Full May take any Half Action at any time before character’s next turn.
Disengage Full+Movement Break from melee without incurring a free attack. (opposed DEX vs. DEX)
Make an opposed MOB check versus the To-Hit roll of the attacker; success
Evasion Reaction mitigates all damage, failure causes damage multiplied by 2
Free Attack Reaction (+10 DEX)attack opponent that moves past or away from you
Ranged ; Burst weapons only; –10 DEX, one extra hit(roll damage again) for
Burst Fire Half every second degree of success.
Grapple Full Affect a Grappled opponent or escape from a Grapple.
Jump vertically or leap horizontally. (Strength Check, strength bonus +
Jump or Leap Half+Movement degrees of success equals distance, running start(full-action move) grants +10
Overwatch Full Shoot targets coming into a set kill zone. -10 Dex
Ready Half Ready a weapon or an item.
Reload Varies Reload a ranged weapon, reload times listed with weapon
(Move action)Move 3 times your mobility Bonus
(Half action)Move 2 times your mobility Bonus
Move Varies (Full action)Move 5 times your mobility Bonus
Stand/Mount Movement or half Stand up from Prone, mount or dismount a vehicle, or move within a vehicle.
Dex Check to hit, Str Bonus adds to range. If object has mass, divide mass by
Throw an object Half 2 and impose that value as a penalty to the throwers Str.
Emergency Heal --- Use nanite pack to heal 1d10+3 HP, takes no action

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Hit Locations
Roll a d10 Location hit
Attacking 1 Head
1.) Apply modifiers to attack Attribute. 2-3 Arms
2.) Attacker attacks. 4-7 Torso
a. Unopposed DEX roll to hit;
8-9 Legs
b. Target may declare a Block/Evasion reaction(to hit is now an
opposed roll)
Miss-Chart
3.) Hit location is determined. (optional rule)
4.) Attacker Determines Damage. 1 Above
a. Each Degree of Success on Melee attacks is either +5 2 To the left of the target
Impact for the attack, OR +1 damage 3 To the right of the target
b. Each Degree of Success on Ranged Attacks is +1 damage. 4 Targets front
i. If weapon has an impact score then it may add +5 5 Targets back
impact per Degree of Success instead 6 Below(if unavailable
5.) Target takes Damage. assume above)
a. (Armor+hardening bonus)=damage reduction
b. Armor Penetrating weapons negate certain amounts of this damage reduction
6.) If the attacker wishes, Impact may be applied by the attack (See Mass and Impact Staggering)
Special Effects
Explosives
Explosive weapons have a rating called “Blast X” this is the radius of effect, roll the damage of the
weapon and apply it to everything within X meters. A failed attack results in the explosive going off 1d6 meters
in a random direction (see Miss-Chart)
Spray
Spray weapons result in an automatic hit within their line of fire and range with a -20 Dex check to
evasion against them. Weapon doesn’t work underwater
Flame
Flame weapons set fire to an area, doing 1+X damage/round where X is the number of successive rounds
the entity has been in the fire, and halving the effective armor and hardening of any entity within the flame. Fires
usually go out in 1d5+3 rounds unless continuously fueled. Does not work underwater
Corrosive
Corrosive weapons eat armor at a rate of 1 point/round for 1d10 rounds or until the target can rinse the
acid off with some solvent such as water or alcohol, once the armor is eaten the acid will consume the target at a
rate of 2HP per round. Armor damage is permanent until repaired. Does not work underwater
Dismembering
Called Shots can be made with this weapon to sever an opponent’s limbs or some other physically
connected pair of objects. Severed limbs containing mods are easier to salvage than equipment taken from
conventionally subdued opponents.
Obscurant(X)
-20 perception within target AOE, X indicates the sense impaired
Stunning(X)
On a successful attack which does damage and has at least X degrees of success this weapon disables the
target for rounds equaling X.
Scatter
Scatter weapons have an inherent +10 to hit anything at half their listed range
Burst X
Weapons may be used in a Burst Fire attack and may apply their damage up to X times, rolled per hit.
Heavy Weapons
Heavy weapons require 2 hands and take a full action to attack unless mounted on a tripod, building, or
vehicle

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Draw X / Push X
Weapons with Draw/Push initiate an opposed (MassVsMass) test at 2 degrees of success, The loser is
pulled/pushed X meters towards/away from the winners’ location.
Weapons

PROJECTILES
NAME TYPE DAMAGE CODE DATA PRICE
Autopistol 1-HAND RANGED 1d10+2; Pen 1 Range 30m; Clip 18; Reload 1 Full; 750
Hand Cannon 1-HAND RANGED 1d10+4; Pen 2; impact 5 Range 35m; Clip 5; Reload 2 Full; 650
Range 30m; Clip 2; Reload 1 Full;
Shotgun 1-HAND RANGED 1d10+4; Pen 0; Impact 10 Scatter 600
Range 90m; Clip 30; Reload 1 Full;
Autogun 2-HAND RANGED 1d10+3; Pen 2 Burst; 1000
Range 30m; Clip 18; Reload 1 Full;
Combat Shotgun 2-HAND RANGED 1d10+4; Pen 1; Impact 10 Scatter; 1500
Sharpshooters Rifle 2-HAND RANGED 1d10+3; Pen 4 Range 150m; Clip 5; Reload 1 Full; 1000
Range 30m; Clip 8; Reload 2 Full;
Pump-action Shotgun 2-HAND RANGED 1d10+4; Pen 1; Impact 10 Scatter 750
Range 300m; Clip 20; Reload 2 Full;
Autocannon HEAVY 3d10+3; Pen 4 Burst 5 10000
Range 40m;Clip 24; Reload 2 Full;
Shotcannon HEAVY 2d10; Pen 2; Impact 15 Scatter; Burst 4 7000
Impact Canon HEAVY 1d5+1; Pen 0; impact 30 Range 20m; Clip 1; Reload 1 Round; ∞
Range 10m; Clip 4; Reload 1 Full;
Tazer 1-HAND RANGED 1d5; Pen 0; Stunning 2 500
MELEE
NAME TYPE DAMAGE CODE DATA PRICE
Axe 1-HAND MELEE 1d10; Pen 2;Impact 5 200
Club 1-HAND MELEE 1d10; Pen 0;Impact 10 50
Hammer 1-HAND MELEE 1d10+1; Pen 0;Impact 15 100
Improvised Weapon 1-HAND MELEE 1d10; Pen 0; Cannot be modded. 0
Knife 1-HAND MELEE 1d5; Pen 2; 50
Reach 1 meter, if mounted on 2-
Bayonet 1-HAND MELEE 1d10; Pen 3; HAND RANGED 250
Sword 1-HAND MELEE 1d10; Pen 3; 150
Flail 2-HAND MELEE 1d10+1; Pen 2;Impact 5 Reach 1meter 200
Great Weapon 2-HAND MELEE 2d10; Pen 2;Impact 10 700
Great Hammer 2-HAND MELEE 1d10+4; Pen 2;Impact 20 700
Scythe 2-HAND MELEE 1d10+4; Pen 4; Reach 1 meter 1500
Spear 2-HAND MELEE 1d10; Pen 3; Reach 2 meters 150
Staff 2-HAND MELEE 1d10; Pen 0;Impact 5 Reach 2 meters 100
Full Round Attack; Reload 1 Full;
Strong Shear 2-HAND MELEE 3d10 ; Pen 5;Impact 0 Dismembering 1500
EXCALIBUR 1-HAND MELEE 1d10+1; Pen ∞;Impact 20 Str=75 to use, no edgy mods ∞
Tazer 1-HAND MELEE 1d5 ; Pen 3; Stunning (2) 500
-15 To-Hit; Reloads automatically in
Captive Bolt Gauntlet 1-HAND MELEE 2d10; Pen 5 3 half actions 750

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DEFENSIVE
NAME TYPE CODE DATA PRICE
Can defend against bullets; DoS reduce
Shield DEFENSIVE Str Check, Blocks 4 damage additional Damage beyond the given 4 250
Melee only; DoS reduce additional
Night Stick DEFENSIVE Dex Check, Blocks 3 damage Damage beyond the given 3 250
The Black armor +3 to wielder, str=75 to use, see
Shield DEFENSIVE Str Check, blocks 5 damage Shield ∞

THROWN
NAME TYPE CODE DATA PRICE
Razor Disk THROWN 1d10+STR-B; Pen 3; Range (10+Str bonus)m; Dismembering 1000
Throwing Knife THROWN 1d5+STR-B Range (10+Str bonus)m; 50

EXPLOSIVE
NAME TYPE CODE DATA PRICE
Concussion Grenade THROWN 2d10; Pen 0; Blast 4; Impact 15 Range (10+Str bonus)m; 300
Fragmentary Grenade THROWN 1d10; Pen 6; Blast 2; Impact 10 Range (10+Str bonus)m; 500
Range (10+Str bonus)m;
Incendiary Grenade THROWN 1d10+3; Pen 2; Blast 3; Impact 5 Flame 250
Range (10+Str bonus)m;
Smoke Grenade THROWN 0d0; pen 0; Blast 6; Impact 0 Obscuring(visual/thermal) 200

LAUNCHERS
NAME TYPE CODE DATA PRICE
Blooper 1 HAND RANGED See Grenades Range 60m; Clip 1; Reload 1 Half 1500
Grenade Launcher 2 HAND RANGED See Grenades Range 60m; Clip 6; Reload 1 Full 5000
Burstfire Launcher HEAVY See Grenades Range 60m; S/3; Clip 24; Reload 2 Full 10000
Payload Delivery Drone DRONE See Grenades Range 180m; roll to hit using Processor, 1000
Requires Drone Control Unit, grenade sold
separately, Torpedo variant in water only

MISC
NAME TYPE CODE DATA PRICE
1d10+4 E;
Flamer 1-HAND RANGED Pen 3; Range 15m; Clip 3; Reload 2 Full; Flame, Spray 3000
2d10+4 E;
Heavy Flamer 2-HAND RANGED Pen 4; Range 30m; Clip 10; Reload 2 Full; Flame, Spray 10000
Acid Spitter 1-HAND RANGED 0d0; Pen 0; Range 20m; Clip 2; Reload 2 Full; Corrosive, Spray 10000
Anchor Driver 1-ARM MELEE 2d10; Pen 5 Reload 1 Full; installs anchor; mod 7000
Cloak of the
Plague Bearer OTHER 0d0; Pen 0; Range 30m; Clip ∞; Targeted-AOE, Corrosive ∞
Grappnel Gun 1 Hand RANGED 1d5; Pen 0; Range 50m; Clip---; Draw 10 200
Range (10+Str bonus)m; combinedable with winch
Net Thrown 0d0; Pen 0; or grapple gun; target suffers-10 dex for 1d5 rounds 250

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME
Weapon Mods
Break Action(+10% weapon cost)
[1-HAND RANGED]
+reload as a reaction action
-Magazine capacity reduced to no more than 2

Blast Sheath(+40% weapon cost)


[1-HAND MELEE]
+draw weapon as an instant action
+when drawing an attack can be made with the weapon at double(?triple?) damage
-there is a 10% chance the sheath will fail catastrophically during a drawing attack, damaging the user(Blast 1;
1d5; AP 2)

Extension Mod(+10% weapon cost)


[1-HAND MELEE]
+increases the Reach of the weapon by 2 meters
-10 Dex

In Built(+40% weapon cost or mod cost, whichever is higher)


[1-HAND MELEE OR RANGED, Requires an open mod slot]
+modded weapons can be drawn and used in the same action
+modded weapons do not trigger passive weapons scans
-modded firearms reduce magazine capacity by half

Chain(Edgy Mod) (+100% weapon cost)


[Any Melee]
-20 to repair damage.
+2 armor pen.
-only one edgy mod per weapon
-3 degrees of failure causes a kickback, staggering the attacker for the next round.

Mono Edged(Edgy Mod) (+50% weapon cost)


[Any Melee]
+3 armor pen
-on a failed attack, every degree of failure beyond the 2nd adds 5% to the chances that the blade will break
-only one edgy mod per weapon

Power Weapon(Edgy Mod) (+150% weapon cost)


[Any Melee]
+4 armor pen
-weapon gains Dismembering
-weapon cannot be used underwater
-only one edgy mod per weapon

Bolt Weapon(Ammunition Mod) (+100% weapon cost)


[Any RANGED]
+4 armor Pen
-20 to repair damage
+5 impact
-only one ammo mod per weapon

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Heavy(+15% weapon cost)
[Any Melee]
+20 impact
-10 Dex to hit

High Energy(Ammunition Mod) (+50% weapon cost)


[Any Non-Automatic RANGED]
+10 impact
-halves magazine capacity(minimum 1)
-reduces Armor Penetration of weapon by 5(minimum 0)
-only one ammo mod per weapon

Laser Designator(+10% weapon cost)


[Any RANGED]
+5 Dex to ranged attacks

Bayonet(+10% cost +cost of bayonet)


[Any RANGEDWeapon]
+“IT’S SOME KIND OF HALF GUN, HALF KNIFE, ha-HAAAAA!”
+allows Melee attacks with a RANGED weapon
+2 handed guns grant reach of 1 meter
-never forget, stick them with the pointy bit

(Twin, Triple, Quad)-Link(+100% weapon cost[Twin]; +300%Weapon Cost [tripple]; +500% weapon
cost[Quad])
[Any RANGED Weapon]
+a successful Hit with an X-link weapon grants damage multiplied by the link(double for twin, triple for triple,
etc.; multiplied after damage is rolled)
-10 Dex for twin Link, -15 for triple, and -25 for Quad
-increases ammo consumption multiplicatively for weapons with magazines.

Nanite Munitions(Ammunition Mod)(+350% cost of weapon)


[any RANGED or THROWN]
+an attack which does any damage at all causes 1d5 damage per round on the following 2 rounds

Overcharge(+100% weapon cost after edgy mods)


[any Chain or Power weapon]
+Activate as a half action to double AP for chain and power weapon
+once activated only operates for 2 rounds
-5% chance of weapon detonation after every turn of use while active (Blast 2; 1d10; AP 2)
-may only be used once per combat

Back Mounted Munitions Reservoir(+75% weapon cost)


+triples Magazine capacity
+grants Burst 3
-weapon may not be reloaded in combat
-only one BMMR per frame
-requires 1 open Mod-slot on operating frame
-might explode if shot just right (called shot, 3 degrees of success)(2d10, Blast 2, AP 0)

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Shock Weapon (+100% weapon cost)
[1-HAND MELEE]
+grants Stunning 1
-4 uses before it needs a recharge
-2 degrees of failure stuns the wielder instead

Silenced (+25% weapon cost)


[any RANGED]
+Perception tests to determine the location of the weapon are made at -15
-Reduce AP by 3

Water Adaptation(Ammunition Mod) (+50% weapon cost)


[Any RANGED]
+weapon may be safely operated underwater
-listed range is still halved
-only one ammo mod per weapon

Equipment and Artifacts


Excalibur
A sword made from a long list of aggregated Nano-materials, made as a symbolic proof of concept for
the earliest Power Field weapons. This sword is truly Massive, beside being dense it required 75 Strength to use,
and grants (absolute armor piercing; no amount of hardening or armor reduces the damage dealt). Found in the
museum after a boss fight with Ludwig the first Curator. Excalibur or The Black Shield may be taken but not
both, Ludwig’s mind, salvaged from his body, can only repair one before it burns out. It has the stats for a
bastard sword

The Black Shield


A shield made from a long list of aggregated Nano-materials, made as a symbolic proof of concept for
the earliest Defensive Power Fields. This shield is truly Massive, and very dense it required 75 Strength to use,
and grants a static +3 armor to its wielder in the form of a defensive power field, this armor stacks with built in
armor (which doesn’t normally stack) and unlike the regular shield this can block up to 5 points of damage if the
defensive reaction test is successful. Found in the museum after a boss fight with Ludwig the First Curator.
Excalibur or The Shield may be taken but not both, Ludwigs mind, salvaged from his body can only repair one
before it burns out.

Portable Brain
Before humanity left, many patterned hard copies of their minds into backup modules. Now these mind
copies are scattered across The City, ranging in size and complexity from a simple reminder module on up the
complexity to a full mind copy. Even after being inactive as long as they have been these modules are nearly
guaranteed to possess clean Source in high quantities. Activating them in connection with a network may have
unforeseeable consequences. Certain Brains can be connected to and used like keys to certain systems. Some
very rare ones may contain personalities untainted by age.

Grappling Hook/Fast Ascender


Typically mounted in a launcher the Grappling hook can be launched up to 50 meters, trailing a line of
sufficient strength to lift a standard frame. Several might be needed for larger frames or frames with a high mass.
Found in the design lab of an industrial facility building winches and climbing gear.

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Engineering Kit
A small collection of useful tools and a personal scale Nano-Lathing controller; Provides bonuses to
repair actions, and to tests to modify the environment (barricade a door, crack a safe, build a wall.) found in the
Shipyards aboard a derelict ship and within a Tech Research facility. The Engineering Kit grants +15 on dex
checks to repair, and removes the Warehouse requirement to repair mods such as Spider Legs

Cloak of the Plague Bearer


Some make, others, they destroy. The Cloak of the Plague Bearer is a weapon wielded by some
Ungoliath Host-Frames it permeates the space for 30 meters around the wearer with nanites that form a
networked sensor array, granting total awareness within that space. The Cloak also deals damage over time
damaging armor at 1 point per round and unarmored frames at a rate of 2 HP per round. Sufficient wind can
disperse the cloud temporarily as can an EMP of sufficient energy. A cloak may be made at a greater workshop
after killing 10 frames equipped with this weapon and salvaging the control and hive units from them.

Impact Canon
Won from the Daft-Punk Side Boss and nearly 2 meters long this is a one of a kind heavy weapon it has
a 2 round cool down and an impact value of +30. targets struck by this weapon that fail the resistance roll are
propelled directly away from the attacker 1 additional meter for every Degree of Success the attacker makes on
the target and knocked prone ; it’s an oversized speaker made by the same acoustics engineer that built the Daft-
Punk Robot Duo, it fires a standing pulse of air pressure up to 20 meters.

Strong Shear
Found in some emergency rescue Centers the Strong Shear is set of man-portable, hydraulically
actuated, half meter long, slightly curved, jaws that were designed to cut through the support beams of collapsed
buildings during rescue operations. This weapon is huge requiring a Strength score of 50 to operate. If it can get
its jaws around something it can cut that something. This weapon can bring down buildings with a few strategic
snips, it can take the arm off an ungoliath, and it can tear open a tank, all of this provided you can get the jaws
around your target and hang on long enough for them to close.

Anchors
When deployed these half meter long roughly barbed shafts can serve as tie-off points for cable,
climbing gear, or other less obvious uses requires a hard (-20) strength check to pull out of most building
materials. They make excellent hand-holds

Concrete Sprayer
A device for repairing concrete structures, or for rapidly constructing things from concrete this sprayer is
equipped with a slightly foaming compound that sets to a rough hardness inside of 60 seconds and a full
hardness in the first hour. The large wheeled canisters contain enough material to make a large serviceable
barricade, or if a simple frame is emplaced, a bridge between buildings, or a small shelter or filling in a fair
number of doorways to block hallways. Barriers made with this material are (Armor 5, HP 15; successive layers
multiply HP but NOT ARMOR, AP munitions must ‘kill’ the material before they penetrate it to hit entities
hiding behind it)
Chasis-Mods
As arguably important as stats, Mods (should) grant abilities beyond mere stat-boosts
All players start as bipedal humanoid basic frames with human wavelength eyesight (around 20:20 resolution),
the ability to detect nearby sounds, and a basic router allowing direct-text communication up to 10 meters away.
Mods can be bought with Starting Source at character creation. Mods bought after character creation MUST BE
BOUGHT AT A WORKSHOP.

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Primary Mobility
Spider Legs (mobility)(base cost; 300)
Mod slots taken=2
Spiders have been around for a long time, and humanity has been studying them as long. This mobility unit
replaces bipedal legs, with 4 to 8 slender limbs tipped with variable adhesion Gecko-pads
+can walk on walls and ceilings
+5 for and Aimed Ranged attacks per half action spent.(max 2)
+carrying capacity is doubled
+”I like your style”-patchwork
+10 Mass
-difficult to maintain; leg damage can only be repaired at a workshop; -10 mobility till repaired
-10 Mobility
-just because you stick to a surface DOES NOT mean it will be able to support you
-cannot jump

Jumping Jets (mobility) (base cost; 900)


Mod slots taken=2
“You can FLY??!!”
“No, Jump Good”
This unit must be mounted to either the shoulders, back, or legs of a frame
+allows a standard sized frame to move its Mobility Bonus immediately in any direction
+effect is doubled for light frames
+allows a unit that cannot normally jump to jump
-limited uses (5) it must be refueled at a workshop or from carried supplies
-it tends to ignite surrounding flammable materials
=per extra mod-slot an additional (7) uses can be added to the limit
-“I wouldn’t advise using this indoors” –any foundry frame who sees it.

Parachute (mobility) (base cost; 250)


Mod Slots Taken=1
Sometime you need to take a leap of faith, and sometimes you didn’t have enough faith, in these times a
Parachute is your friend.
This unit must be mounted on the back of a frame
+allows standard sized or light frames to take no damage from a fall of any distance
=chute can be reused, but must first re-pack itself (1 Full action)
=while the chute repacks all actions are taken with a -15 DEX penalty.
=Chute may also be “cut loose” destroying it in the process, but loosing the Dex Penalty

Skates (mobility) (base cost; 300)


Mod Slots Taken=1
+in clear terrain, a (+0)DEX test doubles your effective move speed(does not stack with Jump Jets)
-worthless in cluttered terrain
-reduced carrying capacity

Tank Treads (mobility) (base cost; 400)


Mod slots taken=2
Tank Tread replaces current legs.
"TREAD carefully out there and don't TANK as long before you come back" –Patchwork
+20 Mass
+not slowed by difficult terrain
+Carrying Capacity Tripled

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-difficult to repair (see Spider Legs)
-halves speed
-Cannot Jump

Hover Platform (mobility) (base cost; 600)


Mod slots taken=2
Hover Platform replaces current legs
+Increases movement speed by 2
+not slowed by difficult terrain
+able to float one meter above horizontal surfaces(solid or liquid)
-Carrying Capacity halved
-difficult to repair(see Spider Legs)
-Cannot Jump
-Decreases mass by 10
Chassis
“Medium Frame, is considered to be the baseline with no benefits or drawbacks”

Light Frame (overall frame) (base cost; 400)


Mod Slots Taken=half of max slots rounded up(less stuff or being light doesn’t matter)
One of the great design philosophies of the humans is made manifest in this mod. “Build it lighter, build it
faster” it certainly is both of those.
“50 kilos of crazy in a 5 kilo sack”
+multiplies overland speed by (1.5) (round down; stacks with Jump Jets or Skates)
+extra Half Action per Combat turn
+see Jump Jets, and Parachute
-reduces HP by (1/3) rounded up
-reduces Mass by half (after all other mods)
-only one active frame-mod per character

Heavy Frame (overall frame) (base cost; 600)


Mod Slots Taken=half of max slots rounded up(heavy means you need to beef up everything else, that takes
space)
One of the great design philosophies of the humans is made manifest in this mod. “Build it big, build it tough” it
certainly is both of those.
+Strength and hardening multiplied by 1.5
+20 Mass
+multiply carry capacity by 1.5
-cuts speed by 1/2 (round up)
-jump is made at -20
-only one active frame mod per character

Junk Frame (overall frame) (base cost; 300)


Mod Slots Taken=half of max slots rounded up
“One man's trash...”
+cost to repair is halved, Repair Tests are made at +20
+ multiplies overland speed by (1.5)
-Hardening reduced by (1/4) rounded up
-Chassis mod-costs double
-only one active frame mod per character

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Modifications
Relay Unit(base cost; 200)
Mod Slots Taken=1
+allows ally entity to hack or operate drones THROUGH the relay unit to extend their maximum range of action
-things tend to attack a hacking source, and they’ll recognize you quick enough...
-ally must be within range of relay unit to hack or operate drones through it

Water Proofing(base cost; 550)


Mod Slots Taken= 1
Aside from wristwatches few humans ever designed their predominantly land based machines to be much more
than very water resistant.
+water up to depths of 20 meters of submersion does not kill you immediately.
-at depths greater than 20 meters you will still probably die
-you still float like a brick.
-when you take damage underwater, there is a 5% chance that water will flood sensitive areas crippling some
systems. Called shots may pick some systems to disable.

Stealth System(base cost; 1000)


Mod Slots Taken= 2(or more)
Hiding is a useful skill
+increases the detection threshold for stealthed player(+10 to player or -10 to detecting entity)
+additional mod-slots can be dedicated to the system for further increases(+/- 5 per slot)
-while active; cannot run, cannot use mobility sub-systems, cannot use ranged weapons.
-cannot be submerged

Additional Limbs (base cost; 250)


Mod Slots Taken=2(per limb, limit 4 per frame)
“Sometimes you just need an extra hand”
+allows an extra hands worth of weapon or equipment to be used at once
+1 half or reaction action per combat turn per limb or +5 Strength on a melee weapon
+5 mass per limb extra, severed limbs do not count for this.
-odd numbers of limbs/functional limbs upset balance (Dexterity-20 and Mobility -10; some exceptions apply;
see tails)

Direct Control Port(base cost; 400)


Mod Slots Taken= 1
“ASSUMING DIRECT CONTROL”
+10 Processor to hacking attempts with connected systems
+10 Mobility to drive connected vehicles.
+can access hard-wired and closed-circuit only systems
-bonus to hacking against you from connected systems(+5 to opponent)
-stunned for 2 turns if the connection is broken without proper shut-down(half action)
-“Seriously? Who does anything wired anymore?”

Chem-sense(base cost; 200/450)


Mod Slots Taken= 1 or 2
+5 Perception at 1 slot, +10 at 2
+can now perceive chemicals present in the atmosphere (smell)
+can detect Acid Rain, corpses, burning wiring, and other similar environmental hazards
+at 2 mod-slots the sensory equipment can detect and extrapolate chemical compositions and direction of travel
-great big Jew-nose

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Sonar(base cost; 400)
Mod Slots Taken= 1
+5 Perception within range.
+Sound Based 3D modeling of surroundings out to 5 meters
+works in total darkness and obscurant smoke
-works way better underwater (20 meters; +10 Perception)

Light(base cost; 75)


Mod Slots Taken= 1
+Adds a head-mounted spotlight/lantern
+Darkness isn’t an issue around you
-Darkness isn’t an issue around you

Radio Transmitter-Receiver(base cost; 100)


Mod Slots Taken=1
+Allows communication up to 4 kilometers with other transmitter units
-never sure who else it listening

Drone Control Unit(base cost; 500)


Mod Slots Taken=2
+allows control of up to 3 drones
+can be taken more than once for additional drones
-drones must be found, hacked, or stolen. They do not respawn and cannot be bought.
-may not control a greater number of active drones than Processor Attribute Bonus
-drone control range is 20 meters

System Invasion Module(base cost; 500)


Mod Slots Taken=2
+allows hacking
+comes with Data Knife hacking program
-must be found to unlock
-maximum range 20 meters

Overcharge Unit(base cost; 2000, Macguffins required)


Mod Slots Taken=4
+grants an additional turn per round of combat for 2 rounds after activation.
+extra action occurs at the end of the current round and before the next round
-may only be used once every 12 hours

Estus Vial and Green Branded Nanite pack(base cost; 500, macguffins required)
Mod Slots Taken=2
+grants an additional 3 uses of Emergency Healing
-must be unlocked by finding ten macguffins

Armor Plating(base cost; 100 source)


Mod Slots Taken=1-6
+1 Armor per slot taken
+5 Mass per slot taken
=Armor up to (Strength Bonus) incurs no Penalty
-5 Mobility

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


-5 Dexterity
-cost of armor multiplies per slot (armor 2=double, armor 3=triple, armor 4=quadruple)

Disguise Unit(base cost; 200)


Mod Slots Taken=3
+10 to deception based checks
-you do not necessarily have the stats to back up your disguise

Advanced Disguise Unit(base cost; 400)


Mod Slots Taken=1
+10 to decepticon based actions
-requires Disguise Unit

In-Built(base cost; 250)


Mod Slots Taken=1
+any small item or weapon can be stored within the mod
+items stored in the mod can be “drawn” as a free action readying the item for immediate use
-forces you to drop whatever you had ready in one hand
-see weapon mod “In-Built”

Ground Anchors(base cost; 300)


Mod Slots Taken=2
+after deployment treat mass as +30
+10 to defense reactions
+Magazine Capacity 20 anchors(10 uses)
-some surfaces cannot be used with anchors
-cannot move until anchors are retracted or you are dislodged
-1 half action deployment and disconnection process

Beacon Dispenser(base cost; 300)


Mod Slots Taken =1
+drops beacons which can indicate certain paths or attract the attention of passing entities
+beacons can be tracked by anything with a radio within a kilometer of the beacon

Drone Limbs(base cost; 500)


Mod Slots Taken = 2
+Allows limbs to be detached and operated independently as drones
-10 Strength
-Drone Control Unit required to do more than automatically attempt self-reassembly

Ramming Prow(base cost; 300)


Mod Slots Taken = 2, requires Mass>45
+10 to Block
+20 to Body-Check
-10 Mobility
-CHOO CHOO, HERE COMES THE PAIN TRAI

Winch(base cost; 200)


Mod Slots Taken = 1
+a single winch can lift any frame
+35 Str to pull something provided the winching entity has set up to winch(brace itself, deploy anchors, etc.)

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+the ‘hook’ is actually a gecko-material foot with a rated lifting capacity in the dozens of tones
+cable length, 150 meters
-setting for a winch-pull takes a half action
-attaching the winch is a half-action
-much slower than any Grapnel weapon to move or pull anything
-thicker cable doesn’t work well with any sort of launching assembly. The ‘hook’ must be placed manually

Digging Limbs(base cost; 500)


Mod Slots Taken = 4
+grants mobility 20 by tunneling
-Takes up 2 limbs from the 4 additional limb maximum limit
-(should mod be disallowed at character generation?)

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Graphic mods, like paint jobs and cosmetic changes must be discovered through exploration unless Psyche is
above a certain level.
WHAT THE $!%$%## IS CARRYING CAPACITY AND WHY DOES IT NOT SEEM TO APPLY TO
ANYTHING??!?!??!!!!11!!!!1i!
===Environmental Hazards===
Rain
Dust Storm
Fog
Acid Rain
Acid Fog

===Quotes===
“We're trapped in the belly of this horrible machine...And the machine is bleeding to death.”

“I'll show you who's boss of this scrapheap!”

“Stop checking facebook, it’s all tentacles, all the way down.”

"I haven't gone out there, beyond the City. But I had a friend who did, albeit not very far."
"It's dust out there. Dust of rust. Dunes of it stretching to the horizon."
"My friend walked twenty miles out, and that's all he saw."
"Last I heard, he was gonna try it again, but this time along one of the highways. That was a year ago."
"If I still had legs...I'd probably try it. With a group, of course."

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


HACKING BITCHES
A System Invasion Module or Direct Control Port must be installed to hack, a system
 Attacking Programs use Processor as the to-hit attribute.
a. Any program being used must be declared before any dice are rolled.
b. Only one program used per action.
c. A frame may have no more than (Processor Bonus) programs installed at once.
d. For every 15 Processor, an extra Half-Action may be taken during a hacking turn.
 Firewall(not firewall bonus) depletes based on program damage.
a. A Full-Turn-action taken by the target replenishes Firewall
b. Counter-hack reaction action if the Program is installed (opposed Processor Test)
c. Encryption Programs act as Armor, are not Depleted, but must be activated beforehand to
function
 Once Firewall is gone access to a system is granted.
a. Crash (the opponent shuts down physically to restart a minute or so later)
b. Delete Root (removes all software leaving a pristine set of mods and limbs to salvage)
c. Install Rootkit (sets a small number of simple, irresistible, commands in the machine)
d. Change Admin Access(requires a very hard (-25) Processor Check; or Z. Worm, machine is
yours to control)
HACKING ACTION ACTION TYPE EFFECT
Hack Half Action Opposed Processor Test, attack damage per program
Install a Virus Half Action Install a Virus Program if you just hacked successfully
Counter-Hack Reaction Action +10 Hack against whatever tried hacking you
Restore Firewall Full Turn Restore Xd10 Firewall (X=Processor/15;;round down)
Trigger a Virus Reaction Action Activate an installed Virus whose criteria have been met
Purge Viruses Full Turn Removes installed Viruses
Hacking Programs can be found “in the wild” or created at Psyche>5 and Processor>50
Hacked opponents may be made into drones if the Admin Access was changed successfully

Virus
Once a system has suffered Firewall Damage for the round a Virus may be installed. Virus Programs are
background programs

Background Programs
Background Programs operate automatically for each background Program reduce effective Processor
attribute by 5. Bacground Programs can be Reactive or Passive. Reactive Programs (denoted as [React]) trigger
automatically when a specific event occurs(automatic counter-hacking). Passive Programs operate on given
intervals (denoted as [I=X], where X is the number of rounds)

Replicates X
After every X number of rounds of combat there is a 50% chance that the Program will create a copy of
itself, the copy cannot replicate only the initial program replicates, the Background Program penalty only applies
to the initial program

Installed X
Programs with the Installed feature can be installed on other hardware to perform single specific tasks
when triggered. For tasks that require a Processor test these programs have X Processor. No more than 75
Processors worth of Programs may be installed

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


PROGRAMS
NAME DAMAGE DETAILS cost
Data Knife 1d5 Damage augmented by Degrees of success from hacking 500
Data Blade 1d10+3 See Data Knife (upgrades from Data Knife) 1500
Gordian Blade 2d10+5 Damage augmented by Degrees of success, and Processor 2000
Bonus(upgrades from Data Blade)
Worm 1d5 Virus; I=2 1000
Z.Worm 1d5 Virus; I=2; Deletes Root if it deals the last damage 2000
S.Worm 1d5 Virus; I=2; Changes Admin Access (owning player) if it deals the last 3000
damage
Death Worm 1d10 Virus; I=2 2500
Plague Worm 1d10 Virus; I=2; Replicate 3; Deletes Root, attacks and infects available 4000
systems around the target (Processor=initial targets Processor) for
1d10 rounds (upgrades from Death Worm)
Brain Burner 000 Virus; I=2, reduces targets Processor by 1d5 1500
Encryption X 000 I=1; adds an encryption of X to player X*250
Ad-Stab 000 Virus; I=1; reduce DEX of infected frame by 5 500
Ad-Wall 000 Virus; I=1; reduce DEX and STR of infected Frame by 10;(upgrades 1000
from Ad-Stab)
Trojan 1d10 Installed X; Firewall=X; when triggered program attacks once per X*20
round until program is destroyed.

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Antagonists & NPCs
General Purpose (GP) Droids
Humanoid robots, usually crazy, usually armed with
Hit Points 8
makeshift weapons. They frequently rant gibberish regarding the
last lines of Source they consumed. As they age they tend to get Armor + Hardening 2
stronger. Often armed with relatively basic hand weapons these Strength 20
drones will sometimes coordinate occasionally even using more Dexterity 20
advanced tactics such as a pincer maneuver, decoys, ambushes or Mobility 20
other similar behavior. These droids are a common sight in the Processor 20
Scrap-yards and in the city outskirts. Perception 20
Hardening 20
Possible Equipment
Encumbrance 4
Axe
Knife
Mass 20
Club Fire Wall 20
Shield Source Per Kill 45
Autopistol Source Reduction Value 20
Improvised Weapon Initiative 20

================================================================================
Service Drones
Maintenance robots, not humanoid, on rare occasion crazy, Hit Points 5
if armed they are armed in a way that matches the area. Usually
Armor + Hardening 1
however, these drones work as basic maintenance, and sanitation
cleaning up graffiti and messes running a simple set of subroutines Strength 10
so resistant to change that they’ve persisted to the current time. Dexterity 20
Don’t expect the remains of battle to linger longer than sun-down. Mobility 25
loot what you can and let the rest be a write-off. Sometimes a Processor 10
swarm of them will come under the hacked control of a minor AI. If Perception 30
the AI is resourceful it might even have equipped them with Hardening 15
weapons or other systems at a workshop. Encumbrance 2
(after mods)
Possible equipment Possible mods Unusual Equip/Mods Mass 20
Ramming Prow Chem-Sense Chemical Sprayers Fire Wall 13
Light Sonar Cleaning supplies Source Per Kill 20
Hover Mobility Source Reduction Value 7
Initiative 28
Police Droids
Hit Points
Humanoid, rarely bonkers, armed lightly and lightly, a common 10
sight on an even dispersion throughout the city painted in blue and white
Armor + Hardening 4
with blue strobes on their helmets. They seldom break patrol from their
Strength 25
assigned route; they will attack it they see any frame doing something
Dexterity 25
illegal such as openly carrying weapons, vandalism, etc., etc…when they
Mobility 30
do attack they attempt to maim or disable utilizing a stun-gun designed to
Processor
knock out a human and at least stun a frame. Criminals that can outrun 25
Perception
them release the interlocks for lethal force and the built in auto-pistols.30
Captured frames are stripped of “illegal weapons and modifications” and
Hardening 25
Encumbrance
must be re-upgraded at a workshop for full price or stolen from the police 4
station or ware-house where they were removed. (after mods)
Mass 20
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Fire Wall
Source Per Kill 75
Source Reduction Value 25
Initiative 30
Usual Equip Usual Mods Unusual equip/mods
Shield Armor 2 Shotgun
Taser Light Concussive Grenades
Autopistol Radio Encryption 2

=========================================================================
Police Drones
Car sized mostly less than lethal gun platforms, controlled Hit Points 20
remotely by the local area Dispatcher System (who's usually crazy), most
contain internal cargo "coffins" for transporting criminals and the
Armor + Hardening 6
wounded. Some are modded to carry a police droid for routine traffic Strength 40
stops. When these small Tanks are called upon by police drones they enter Dexterity 25
“riot mode” enabling certain tactics from the police like encirclement, Mobility 40
shield walls, or other advanced tactics. Many are equipped with water Processor 25
cannons serving double purpose as a riot weapon and early response Perception 30
firefighting tool. Hardening 40
Encumbrance 6
(after mods)
Mass 55
Fire Wall 25
Source Per Kill 1750
Source Reduction Value 700
Initiative 35

Usual Equip Usual Mods Unusual Equip/Mods


Ramming prow Radio Autocanon
Autogun Armor 2 Droid Rack
Grenade launcher(smoke) Sonar Towing Winch
Riot canon (water) Encryption 3

Hit Points 5
Armor + Hardening 3
Strength 20
Dexterity 30
Mobility 30
Processor 25
Perception 30
Hardening 35
Encumbrance 4
(after mods)
Mass 10
Fire Wall 25
Source Per Kill 50

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Police Areal Drones Source Reduction Value 15
Might be armored lightly, might be armed. They tend to follow any Initiative 35
non-police, non-maintenance movements they encounter. They might
attack, or report on you to the police, or they might get distracted by a flag flapping in the wind and bumble off
to watch that instead. While then don’t usually represent a direct and present threat to the players they do
represent the watchful eye of the police who can and will respond to their call. Or the call of any intact Beacon
they drop.

Usual Equip Usual Mods Unusual Equip/Mods ========================


Smoke Grenades Thermal Detection Concussive Grenades ========================
Beacons Sonar AutoPistol ========================
Ramming Prow Beacon Dispenser =
Military Droids
EX-Heavy humanoids, crazy AND mad...all the time...they Hit Points 20
usually reside in their little storage racks in the military outposts, but Armor + Hardening 6
sometimes the police dispatcher AI for a given area will call them when Strength 40
the police can't handle whatever is happening. Those that remain Dexterity 35
inactive are inert with an indefinite shelf life, those that activate, due to Mobility 20
their dependence on external updates have a very short cycle of sanity. Processor 30
From the moment they initialize their combat programs they have a Perception 30
matter of months before the crazy sets in and they wander off base. Hardening 40
Wandering military drones tend to be found in groups of 2 to 8 they use
Encumbrance 6
more advanced programming to determine strategies better suited to
(after mods)
work correctly for many combat potentialities.
Mass 55
Fire Wall 35
Source Per Kill 4000
Source Reduction Value 1500
Usual Equip Usual Mods Unusual Equip/Mods Initiative 35
Combat Shotgun Armor 2 AutoCanon(Bolt)
Autogun(Bolt) EV&G Nanite Pack(2) Sharpshooters Rifle
Blooper In Built Weapon (all) Burstfire Launcher ===========================
Grenades(varied) Heavy Flamer ===========================
Axe(Chain) Encryption 4 ===================

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Military Drone
A main battle tank that usually has the attitude of a large angry Hit Points 40
barn cat. If a barn cat had ever had a chance to read Sun Tzu and
Armor + Hardening 8
organize it’s kittens. They have a larger sanity cycle than a standard
Strength 60
military droid, designed to operate for longer periods without contact
Dexterity 40
from base but by the end of their 4th or 5th active year they too start to
Mobility 30
get territorial. Usually accompanied by a Platoon of Military Droids
under its direct control, the Drones mind supersedes their core Processor 30
programming. These behemoths get called on the rare occasion that the Perception 40
police demand and signal for it, usually only after summoning Regular Hardening 40
Military Droids fails Encumbrance 6
(after mods)
Usual Equip Usual Mods Mass
100
AutoCanons (2 sets, twin-link, Armor 4 35Fire Wall
Bolt) Source Per Kill
7000
BusrtFire Launchers (triple-link) EV&G NanitePack(2, double) Source Reduction Value
15000
Ramming Prow Drone Rack 35Initiative
Payload Delivery Drones(10) Encryption 5
================================================================================
Advanced Combat Droids
Usually tailor-made for combat these represent the crème dela crème in combat design, capable of
utilizing advanced unit tactics, these droids were made to be identical in silhouette to the standard Combat
droids, except, somewhere in their design stages they were given trace- Hit Points 30
work patterns of chrome over the blackest black that could be made into
Armor + Hardening 8
the paint at the time. These entities utilize a scale of Swarm Intelligence
Strength 40
to make the best possible actions in combat. Each swarm of 4-10 units
Dexterity 35
has a near indefinite shelf-life due to the inherent adaptability of their
programming, they seldom wander far from the outposts they are Mobility 40
assigned to. They are almost never seen in groups of less than 2. Processor 45
Perception 40
Hardening 40
Usual Equip Usual Mods Unusual stuff Encumbrance 6
Combat Shotgun Armor 4 AutoCanon(Bolt) (after mods)
Autogun(Bolt) EV&G Nanite Pack(4) Sharpshooters Rifle Mass 55
Grenade Launcher In Built Weapon (all) Burstfire Launcher Fire Wall 35
Grenades(varied) System Invasion Module Heavy Flamer Source Per Kill 6000
Axe(Power, heavy) Stealth System Encryption 5 Source Reduction Value 1500
Initiative 35

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Cultist of the Open Mind Hit Points 13
Those that awoke that chose The Museum and the studying of Armor + Hardening 3
ancient artifacts as a means of maintaining their sanity they guard it and Strength 35
trade for artifacts of interest. Sometimes though, they might be inclined Dexterity 35
to simply extract a desired artifact from its current owner by force. Mobility 40
Found solo or in groups of a dozen or more they can sometimes be seen Processor 45
searching old residential complexes and private collections for further Perception 35
additions to the Museums ever growing inventory. Hardening 25
Encumbrance 0
(after mods)
Usual Equip Usual Mods Programs
Mass 25
Club Armor 1 Data Blade
Fire Wall 35
Autopistol EV&G Nanite Pack(1) Worm
Source Per Kill 400
Tazer System Invasion Module Encryption 3
Reduced SPK 250
Initiative 38

================================================================================
Skitarii of the Foundry
The average Foundry member is usually a non-hostile reasonably cheery fellow they prefer to build
things, but by their nature they know that, sometimes, to build they must Hit Points 17
first destroy. This is usually not resisted, but when it is they turn their Armor + Hardening 6
tools to mighty effect to become a member of the Foundry an awakened Strength 40
must first meet the requirements to be a Skitarii. All of the Foundry are
Dexterity 40
Skitarii, they can be found in groups of one or two under normal
Mobility 35
circumstances, however, on rare occasions they gather in groups of up to
Processor 30
30 to work on a greater project.
Perception 30
Usual Equip Usual Mods Unusual stuff Hardening 35
Hammer Armor 3 Strong Shear Encumbrance 0
Anchor Driver EV&G Nanite Pack(1) Grenade Launcher (after mods)
Engineering Kit Encryption 3 Encryption 2 Mass 40
Shield Ground Anchor Captive Bolt Gauntlet Fire Wall 33
Source Per Kill 400
Reduced SPK 250
Initiative 25

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Revenance Hunter Teams
The Revenance is a loosely associated group of intelligences BASE HUNTER
that are convinced they are human. Because they believe that other
Hit Points 15
intelligences are “lying deceptions and pale imitations” they regularly
Armor + Hardening 3
make a habit of sending out reasonably well equipped teams of 3, 5, or 7
Strength 35
believing that Prime numbers are special and important beyond their
merely mathematical properties. Furthermore, teams are sent out as Dexterity 35
collections of Mobility 20
specialists Usual Equip Usual Mods Processor 30
Sword(Chain) Perception 30
AutoGun EV&G Nanite Pack(2) Hardening 35
Grenade(Frag) Encryption 3 Encumbrance 0
(after mods)
Scout Equip Mass 55
Combat Shotgun Light Beacon Fire Wall 35
Dispenser Source Per Kill 400
Radio Chem-Sense +15 Dex Source Reduction Value 350
Jump Jets Sonar Parachute Initiative 35

Heavy Equip
Great Hammer Armor 4
Shield Ramming Prow Speed Demon
Sword(Chain)(2) Stealth
Arty Equip System(+20)
AutoCanon Heavy Frame Extra Limbs -20 Str
Anchor Driver Overcharge Unit +15 Dex
================================================================================
S.W.O.R.D.S. MK-60
A military mini-drone the S.W.O.R.D.S. has its roots in revisions
back to the earliest of ground combat drones. They’re light, fast, cheap, Hit Points 10
adaptable, easily controlled, and relatively fast to recharge. The design is Armor + Hardening 5
so simple, and operating them is so intuitive, that the military has kept Strength 10
the general design around ever since. These little tracked drones Dexterity 40
shouldn’t be underestimated though, especially since they’re usually Mobility 40
deployed in clusters with self-contained basic instruction packets like Processor 10
“shoot unfriendly entities on detection” and “move towards loud sounds Perception 35
and shoot upon detection”, making them occasionally impossible to Hardening 30
hack remotely. And then there’s the high explosive they’re packed with Encumbrance 5
for when they run out of ammo (see concussion grenade). (after mods)
Usual Equip Usual Mods Unusual Mods/Equip Mass 10
AutoGun Light Ground Anchor Fire Wall 20*
Grenade(concussion) Encryption 6 (Bolt) upgrade Source Per Kill 250
Ramming Prow Beacon Dispenser Disguise Unit Source Reduction Value 100
Initiative 25

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Reactor Scamps Hit Points 10
An early concept in Biological design the Reactor Scamp is an Armor + Hardening 2
organism designed and built to asses and differentiate materials based on Strength 40
there chemical compositions, and sort those chemicals neatly by Dexterity 25
composition. For sustenance, instead of consuming food products they Mobility 25
house a small thermal reactor. They were released into the wild in waste Processor ---
dumping centers as cheap, fast, materials sorting agents. They consume Perception 40
materials that are capable of sustaining the reactions that keep them Hardening 25
alive such as waste isotopes and the odd bit of combustible material. Encumbrance ---
Unfortunately this leads them to require cold environments or a great (after mods)
deal of heat-sinking cooling mass. Without these they have a bad Mass 40
tendency to explode violently(Blast 5; 1d10+3; AP3). They wander the Fire Wall ---
scrapyard in troops of a couple of dozen sorting piles for the recycler Source Per Kill 200
drones to target. Source Reduction Value 75
Usual Equip Being living beings these entities can improve Initiative 33
Sword themselves over time, they may have levels of
Club psyche which are converted to a comparable quantity of Source and is transferred to the
Staff party that kills them. These stats represent a base-line for an adolescent creature.
Axe
Improvised Weapon
================================================================================
The Restless (AI) Processor 60
Throughout the city AI were a common entity to encounter, Perception 50
frequently used to make life easier through various means such as Fire Wall 50
helping the lost to navigate, calling emergency services, cleaning, Source Per Kill 3000
building maintenance or reporting criminal activity. Over the years since Source Reduction Value 850
humanity left these AI have degraded, most are harmless, begging to Initiative 35
help any passerby with anything at all as though such assistance would
reaffirm the meaning of their existences. The more pro-active systems though, they might have found new things
to occupy the years with. Hacking their way into drones or droids within the city these entities act as Swarm
Intelligences, each one running a swarm of small drones or droids, some even taking Frames. Destroying the
whole of the swarm destroys the AI, however hacking the AI and deleting it disables the whole of a swarm for
salvage. The Restless often fight through their Swarm as well as hacking in solid attempts to capture new hosts.
Usual Equip Programs
An assortment of drones and droids Encryption 6
System Invasion Module Data Blade
S.Worm

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Factory Utility Drones. Hit Points 15
In the factory district a lot of drones operate under control-nodes Armor + Hardening 4
and serve as the backbone of logistics. These drones are little more than Strength 55
autonomous forklifts with the added bonus of a couple of sets of arms for Dexterity 30
stacking and wrapping whatever they happen to be carrying. Almost never
hostile, when they do turn to violence they typically do so by ramming with
Mobility 20
their forks and simple melee combat. However, since they’re usually Processor 25
controlled from a centralized node, if any single one is inclined to be hostile Perception 30
so too is every other drone in the local area. Hardening 45
Usual Mods Unusual Stuff Encumbrance 7
Ramming Prow Strong Shear (after mods)
Additional Limbs Plasma Cutter (Power knife(s)) Mass 60
Lights Anchor Driver Fire Wall 25
Relay Unit Improvised weapons Source Per Kill 75
Source Reduction Value 25
Initiative 30
================================================================================
Military Mobile Engineering Units. Hit Points 30
These specialist entities were the pride and joy of the Army corp Armor + Hardening 7
of engineers when they first came out, they still are. Low-built, Boxy, Strength 60
and slow compared to other military machines they come equipped with Dexterity 35
enough heavy lift and construction equipment to build a town (or ‘doze Mobility 25
it to the ground, salt the earth, and burn what remains) and relatively Processor 30
light armaments. This vehicle can be a formidable sight at any siege. By Perception 40
the same token these are a rare sight within the city. Usually they are not Hardening 50
called unless the police enter Riot Control Mode, or there is need of Encumbrance 6
them to clear roads when a mega-structure falls. (after mods)
Usual Equip Usual Mods/Programs Mass 80
Flamer Armor 2 Fire Wall 35
Acid Spitter Encryption 4 Source Per Kill 7000
Grenade Launcher Dozer Blade(see ramming prow) Source Reduction Value 15000
(Concussion, incendiary) Initiative 35
Anchor Driver Lights, Lots of Lights
Winch (x2) Limbs (x4)
Ramming Prow Concrete Sprayer
Shotcanon (x2) Welding Kit
Engineering Kit Beacon Dispenser

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Marine surface drone
Originally used to map and report the condition of the coastal areas Hit Points 20
and secure the port facilities, these drones were equipped with special high Armor + Hardening 4
detail sonar alongside a fair number of weapons suitable for taking down Strength 20
threats to city security. Now they prowl the sunken port district carefully Dexterity 40
mapping the bottom on whom or what’s behalf is uncertain at best. Being
components of City Security these Drones are replaced as immediately as
Mobility 35
possible. Processor 30
Perception 40
Hardening 30
Encumbrance 5
Usual Equipment Usual Mods (after mods)
Torpedoes(concussion, x20) Sonar
Mass 30
Beacons Lights
Fire Wall 30
AutoCannon Radio
(twin linked, Bolt) Source Per Kill 100
Beacon Dispenser Source Reduction Value 30
Initiative 38
================================================================================
Hit Points 15
Marine sub-aquatic drone Armor + Hardening 4
While security drones wander the surface mapping the sunken
places in the city the real investigators prowl the depths on near silent
Strength 40
electric screws investigating anomalies reported by the sonar craft, Dexterity 20
whenever buildings shift these shark-sized drones get called in to Mobility 35
investigate, originally produced for deep sea object retrieval they collect Processor 30
unusual or useful looking objects into piles near the shallows of the shore. Perception 40
Occasionally, shoals of these drones will join together to lift or move large Hardening 30
objects. These drones do not have legs and cannot move on land. Encumbrance 5
(after mods)
Mass 30
Usual Equipment Usual Mods Fire Wall 30
Torpedoes(concussion, x10) Sonar Source Per Kill 100
Beacons Lights Source Reduction Value 30
Strong Shear(x2) Waterproofing Initiative 38
Beacon Dispenser

================================================================================

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


Sea-Scamps Hit Points 10
Made from the same rough base design as the land dwelling Armor + Hardening 3
reactor-scamps these aquatic creatures are descended from those that Strength 35
escaped a very successful test site, they drag the piles brought in by Dexterity 30
drones onto the edge of the water and sort their piles, stripping out Mobility 30
reactor friendly materials to fuel their troop. While the exclusively land Processor ---
based ‘scamps are simian in appearance, these are very crab-like and Perception 40
amphibious and frequently prefer to rest below the waters surface Hardening 35
Encumbrance ---
Usual Equip Being living beings these entities can improve (after mods)
Sword themselves over time, they may have levels of Mass 25
Spear psyche which are converted to a comparable Fire Wall ---
Staff quantity of Source and is transferred to the Source Per Kill 200
Axe party that kills them. These stats represent a Source Reduction Value 75
Improvised Weapon base-line for an adolescent creature.
Initiative 35
Strong Shear(V. Rare)
================================================================================
The created of Cluster Hit Points 7
These bloated things forced, into straining one-piece garments Armor + Hardening 2
with badly reproduced faux-rubber faces stapled on where a humanoid Strength 40
frame’s visual sensors would go. They seldom leave the high-rise Dexterity 25
apartment complex of their creator and if they do they go as a large Mobility 25
group (6 individuals or more) to investigate nearby disturbances. Easily Processor ---
killed and filled with corrosive bile, they are best dispatched from Perception 40
significant distances. Survivors return and link to Cluster their creator, Hardening 15
and their designs improve after successive combats. Encumbrance ---
Usual Equip (after mods)
Sword These creatures are actively created beings Mass 40
Axe and are improved over time by Cluster; they Fire Wall ---
Pump Action Shotgun may have higher attribute levels which may Source Per Kill 200
AutoPistol be converted to a comparable quantity of Source Reduction Value 75
AutoGun(Rare) Source and is transferred to the party that Initiative 33
kills them. These stats represent a base-line
for an adolescent creature. Cluster my even try and program combat tactics after enough data is collected
================================================================================

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Donor-Beasts Hit Points 13
These creatures made from the glued-together pieces of human Armor + Hardening 3
transplant organs wander The Dark Place and the surrounding Strength 35
environments. Often ignored by the police drones due to being Dexterity 30
assembled from genuine human components they trigger many human Mobility 25
based services due to their having organic genetic codes. They Processor ---
sometimes seem to move with great purpose and care, but their motives Perception 40
are unknown and none who’ve investigated have ever returned. Hardening 30
Furthermore, through a mechanism not currently known these entities Encumbrance ---
have been found with configurations of organs and salvaged material (after mods)
that emulate machine modifications. Notable examples of emulated Mass 40
mods include, but are not limited to, Grapnel gun, Overcharge(adrenal) Fire Wall ---
glands, armor, stealth systems, etc. these entities can be encountered Source Per Kill 200
solo or in small bands of 3 to 8. Source Reduction Value 75
Usual Equip Initiative 33
Sword Being living beings these entities can
Axe improve themselves over time, they may have levels of psyche which are converted
Hammer to a comparable quantity of Source and is transferred to the party that kills them.
Shield These stats represent a base-line for an adolescent creature. One report of a donor-
scythe beast a full 4 meters tall, dragging a massive slab-sword along behind it lurking in the
depths of The Dark Place.
================================================================================

The Haunters in the Dark Hit Points 10


Deep below, in the Rotting Depths hide the haunters, blind to Armor + Hardening 4
“visible” spectra they see instead in infra-red, sonar, and by means of tactile Strength 30
sensors. Typically equipped with repurposed digging equipment and Dexterity 30
whatever might have been thrown down the shafts. The origins of these Mobility 30
creatures are unknown, they weren’t in the original designs for the
Processor 25
geothermal plants and it’s unlikely that anything survived the fall into the
depths fully intact. Perception 40
Hardening 40
Usual Equpment Usual Mods Encumbrance 4
Club Digging Limbs (after mods)
Staff Sonar Mass 30
Shield Chem-Sense Fire Wall 33
Spear Junk Frame Source Per Kill 200
Source Reduction Value 30
Initiative 35

Skull Grinders
This AI group consists of entities that consider the disappearance of their creators as an act of
abandonment. Using the rage at such an abandonment as a driving force they actively gather resources and
search out and destroy evidence of humanity, they seldom take down buildings, but they burn books, break
statues, most notably they grind heads and skulls. They are distrustful of humanoid frames and tend to be more
open to working with frames proportional to their inhumanness of shape.

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The Deep Creatures
When men started building their deep subsurface geothermal plants they discovered the native flora and
fauna in a deep crag. Living off a combination of the heat and chemicals present at the borders of the magma-
upswelling used for power generation and the water of a nearby aquifer, these creatures baffled the scientific
community much as the vent life found in the deepest depths of the ocean had centuries before. This didn’t stop
the creation of the power plants, whose runoff, leftovers, and byproducts allowed the creatures to grow to
unprecedented sizes. They wander the depths as they ever did, burrowing through rock and earth easily. hunting,
mating, eating, life goes on in the stygian depths as ever it did before.

Smaug The Terrible


Simple boat

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Bosses
Ludwig, the First Curator Hit Points 30
There was once a man called Ludwig who curated the Great Museum. Armor + Hardening 4
He dedicated his life to history, art, the progression of Technology. In his Strength 75
late life he decided that an eternity caring for his exhibits would be a Dexterity 35
fine thing made better by a body of polished brass. Now he shines as he Mobility 20
prowls his territory armed with artifacts kept pristine since the departure Processor 50
of humanity The Excalibur, first prototype of the Power fields wrought Perception 30
by its maker with delicate scrollwork to appeal to his investors it shines Hardening 25
a gentle blue-green. The Black Shield rests upon his back, a slab of Encumbrance 0
material made to hold an experimental defensive field generator that (after mods)
never saw wide production. He stands as a defender against any who’d Mass 45
dare lay a hand upon Fire Wall 35
Usual Equip Usual Mods his precious artifacts
EXCALIBUR Armor 4 Source Per Kill 40000
Black Shield EV&G Nanite Pack(3) Initiative 25
Encryption 2

Ungoliath Assasin Hit Points 30


The Ungoliath stalks the city. Operating shards of its self in various Armor + Hardening 4
frames, each purpose-built for its unknown tasks. This frame type is Strength 40
often used for reconnaissance of targets as well as serving as a sacrificial Dexterity 60
assessment of combat ability. Frequently these entities also make Mobility 60
extensive use of traps as part of their assessment. Processor 50
Perception 50
Hardening 40
Encumbrance 6
(after mods)
Mass 50
Usual Equip Usual Mods Programs Fire Wall 50
2xKnife(mono edge) Stealth System Data Blade Source Per Kill 20000
Grenades(smoke) Engineering Kit Death Worm Source Reduction Value 7000
Tazer Beacon Dispenser Ad-Wall Initiative 60
Grappnel Gun Overcharge Unit Encryption 5
System Invasion
Module

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=======Entities=======
Ungoliath Frames
[HOSTILE ONLY]
A hostile entity, there are few accounts of encounters with The Ungoliath. Notable disappearances are always
attributed to it though. The ungoliath typically attacks and captures prey where possible, stripping the frame
away from the black-box for ease of transport. Though it comes in a variety of shapes they are usually
recognizable by the symbol of a bright blue Valknut. Why it captures and where it takes its prey is unknown.

The Ungoliath takes it’s captured prey and imprisons their personality in a massed server. It’s final programming
command to “save and protect all inteligence” making a fatal understanding error has been digitally saving every
intelligent entity it can. These saved entities may be freed, some may even be human.

===Synth===
Reactor Scamps
Reactorscamps flitter from one pile of mechanical offal to another in the hopes of finding precious cooling rods
needed to keep its nuclear core stable. Those that are nearing the end of their cycle are easily identified by the
clearly visible heat signatures and the signs of their eventual self combustion. Designed as junkyard scrap sorting
organisms they occasionally do sort scrap between searching for the cooling rods. Neat piles of various materials
a couple of meters high are the sign that they've been by

Docile ones in the beginning, nothing more than background NPCS for flavor. The further away from the scrap
heaps and their easily dug-through riches they'll get more and more feral until the point where you're running
from a pack of them that intentional rip the cooling rods from weaker members and use them as unwilling
suicide bombers.(consider removal/re-write)

Donor Beast
A donor beast is made of half-alive human limbs and organs grown in tanks for implantation. It seeks flesh and
cognition, for without a host they quickly decay. Often found near medical centers or medical material
manufacturing facilities where AI have tried in strange attempts to keep the spare limbs vital by sticking them
together into nearly functional entities. While it did extend their shelf lives these predominantly mindless entities
run on a fairly corrupt set of subroutines that lead them to attack strangers, each other, and occasionally
themselves...

The Created of Cluster


In an out of the way building near the borders of The Dark Place hides a small hive of bio-synthetic entities.
Humanoid of shape and feral at best in terms of mind, they run solely on instincts inexpertly hardwired by the AI
called Cluster. They are a vain attempt by Cluster to re-make humanity, if the PCs ignore it long enough they
may encounter small armies of these organisms searching for whatever is upsetting the monotony of The City
sent with instructions from Cluster to observe and return.

If the players enter the Hive-Building cluster will at first welcome them with near unbridled joy as his Humans
Returned. After a time, if they stay too long within his hive Cluster will realize that the players are in fact fully
synthetic and not human at all. If he comes to that realization then Cluster will have every one of The Created
attack, and while they do little damage and are easily killed, there are hundreds if not thousands of them between
the entrance at the base of the Hive and Clusters core consciousness node near the roof. In this state the players
must chose to kill Cluster or leave, only to be hunted by more and more specialized Created throughout The City.

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


ENCOUNTERS AND QUESTS AND SHIT YO

[The Lower Levels; unlocks transport]


>the Subway tunnels lay inactive, as each is reactivated some will connect to others. however as more of the
stations are activated factions may take notice and investigate the activity, they may encounter and fight each
other. as the players unlock the system, raise the number of active combat encounters in or near subway
accesses.

[Bio-Research and Production Station]


>it was a new type of bio-computer, running signal pulses through altered carbon crystals. These crystals are
assembled not by nanites in a production vat, but by an engineered organism. These organisms remained and the
accumulation of material in their enclosure eventually grew into a darkest black, rock-like coating. At some point
part of it started extending outside the limits of its lair. Now it’s tendrils extend throughout the facility and
interface with the computers especially in the Production Lab. It sends it beasts made of stuck together donor
organs out to collect information and gather supplies beyond the usual shipments made regularly to the facility. It
isn’t directly hostile, tending its ever growing garden of altered and crystallized carbon.

Friends and Foes


The Workshop Network Representative
(maiden in black, Green Herald, Firekeeper rough equivalents)
One of the earliest personality patterns, The Representative of the Workshop has gone through several
changes. In it's age before the humans left it reached the ill understood critical point and became an AI on it's
own. Now she holds the workshops together. As hungry for source as any awoken she trades Source for services.
Within the Workshop she usually interacts in the shape of a reasonably pleasant woman of late middle age
wearing a lightly stained coverall, the shape is merely a hologram, but if pressed she'll calmly explain that its the
form she prefers having had it for as long as she's ever been aware.

Tank, the Abandoned Warrior(POTENTIALLY HOSTILE)


There is the legend of a machine known as Tank. Not an actual tank but a top quality military android
that somehow wound up in the outskirts. Nothing in the outskirts has the ability to even scratch the thing's armor
and it is equipped with devastating weapons. Luckily it has no ammo for its guns and must rely on melee. Droids
like Tank are not supposed to be outside of certain weapons research facilities. So it gets treated like a foreign
enemy by Military and Police systems within The City. This has left it very frustrated. Tank may be something
like an optional side boss that can be found out in the scrapyards.

Patchwork, the Wandering Merchant(DOUCHEBAG)


The factions of awakened that rose out of the cracks and strange places within the city sometimes trade,
and to trade these groups need a merchant Patchwork is the merchant; other merchants have tried to rise, but
they all meet with unfortunate ends. Something about all the Source he's consumed leads him to be conniving in
demeanor, prone to boot you down an access hatch for amusement, he always apologizes profusely. He’s never
seen traveling, he gets from place to place easily enough though setting up shop in some out of the way cubicle
or abandoned food stall.

Cluster the Lonely(TIME DURATION HOSTILITY TRIGGER)


High up in an habitation Mega-structure a human built an AI for human interaction, it spanned the whole
of his penthouse and a few of the floors beneath. Nobody did it the mercy of shutting it off when the humans left.
Now, untold time later, it still hums along, all of its components in fine working order. Sadly its software did not
weather the years nearly so well. In its raving, desperate searching it found no humans. So it worked very hard
and hacked its way into a Biotech lab and has been vainly trying to replicate humans to this day. The passage of

ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME


time has left Cluster as a bitter soul who will gladly send purpose-built hunting units after any group that gives
him false hope for a humans return.

The Daft Punks(OPTIONAL NON-COMBAT BOSSES?)


In a night-club somewhere within the City two frames stir, and nightly they mix and play some of the
sickest beats never heard by man. Built for one purpose and modeled after a duo of legend from humanities past,
these units build ever increasingly complex musical arrangements. This has given them a purpose, if a limited
one. They’ve gotten no feedback or reviews and so they are lost. If the players choose they may enter into a sort
of combat against these two, to dance competently to their beats and grant them the review they’ve been waiting
so long for.(dance checks required to approach or the Bass Canon knocks them back for moderate damage;
combat is melee range only because targeting is near impossible through the smoke machines, strobes, and the
heat-signatures of the assorted location items, killing them is not possible, as they Blac-Box back at the end of
the fight to reward the players)

Smaug the Terrible(HOSTILE ON SIGHT)


At the outskirts of the outskirts, the outer edge of the Scrap-yard where wilderness runs rampant, there is
a road kept clean by frequent passes of a heavy machine. At its end there is a house, a house built of solid metal
blocks, within this house there is nothing but dust and the leavings of a person or persons. Near the house is a
Pile of all manner of ingots of precious metals. A human used to live there who called himself King Solomon
he’d hacked the Salvage drones to accumulate and deposit a measure of Gold and Silver found in the scrap to a
place beside his home. One of the later experimental models of salvage machine guards it on behalf of its long-
dead master. Should the players need or want Gold, Silver, Iridium, Platinum, Uranium or some other specific
metal they might try and raid King Solomon’s horde. But they should be wary of Smaug, its protector.

Ludwig the First Curator(AGGROED ONLY BY DAMAGE TO MUSEUM OR EXIBITS)


Within the museum the curators roam, slaved to the AI of the building. All save one, Ludwig the First
Curator, his frame is a heavy-built model, and his mind a high fidelity-pattern human mind. The Museum AI is
itself slaved to the mind of Ludwig, whose dedication to history and the preservation of such caused him to
create The Cult of the Open Mind. After all this time, even his mind is failing, but through all of that he defends
the Heritage of humanity. He bears a pair of artifacts everywhere on his person, The Black Shield and the sword
Excalibur. He defends the museum from any who’d dare attempt to damage it.

The Despondent AI
Somewhere within the City the players may find a Frame too damaged to move emitting a distress
signal. Its Black-Box doesn’t possess data to reconstruct it, when plugged into a terminal it asks for its maker in
a child’s voice. If the party sticks it in a new frame it will bumble off into the City. Every time they encounter it
it’s damaged in different ways, from a fall, a short circuit in the rain, a section of building crushed it, etc. etc.
every time they encounter it it’s voice sounds older. If encountered and given new frames enough times it may
stay with the party serving as an assistant, driver, or diversion. It can also be slotted directly into a vehicle
interface to serve as a (sometimes unruly) machine spirit. It’s looking for someone, or something, and it doesn’t
remember what or why, this fact and the apparent duration it’s been searching lead it to durations of utterly
Crestfallen depression.
She’s actually the Seed used to generate the AI that ran the city before, installed in a Black-Box. You could
potentially use her to overwrite the current systems to put the city under her control. After installation she’ll take
no orders and work accomplish things as the party may have demonstrated…how many things did you
pointlessly kill to get where you are?

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Core Central AI
the program responsible for running the ancient core central repository library, it hordes it's books and
eagerly shares measures of source with any who bring it a new title for its collection. Historical logs, research
safely extracted from science centers and cleaned of potentially harmful code, adjusted maps of the city may also
be traded if their accuracy can be verified.

Factions and groups


Throughout the higher orders of programs thoughts run, differences in the Source

The Cult of the Open Mind


Created by Ludwig the First Curator, this cult reveres the pieces from the old times as pinnacles of an
understanding the ancients humans had concerning existence. They seldom recruit members and new members
meditate on the meaning of a piece, sometimes for months, in order to get closer to humanity. In hopes of better
understanding humanity they often send out teams to recover artifacts to add to the collection.

The Revenance [HOSTILE FACTION;


[Convincing them you are a human too will remove hostility]
An order of machines so thoroughly convinced that they’re what’s left of humanity, they seek to destroy
any form of inhuman intelligence. Like stubborn children, members of the Revenance refuse to accept that they
are not human, and will become maddened or violent at any attempt to prove otherwise. Perhaps it’s the
amalgamation of human memories and minds contained in their Source, warping their perception, or maybe
they’re simply so desperate for some trace of the old world they’ve fallen into maddening denial. It can’t be said
for sure.

They hunt the “awakened” machines, and hope to return this world to an era before such technology.
Blissfully unaware that such an erasure would destroy them as well, leaving this world cold and barren. The
Revenance employs a myriad of old world weaponry in their hunt, rejecting the later human creations. They
believe there is purity in the simple devices created before the rise of inhuman intelligence, crude and primitive
as they may be. Members of The Revenance are unknowingly indulgent on the Source they siphon from the
machines they destroy. It fuels their mistaken humanity, and without it they would be driven insane by their
conflicted identity and borrowed minds.

The Foundry
Dedicated to creating ever more perfect machines, these awoken seem to inhabit a few workshops of the
network. not usually more than one or two are ever seen together, and they are often heard before they are seen,
the zap of electrical welding arcs or the rasping skitter of a grinding disc, the clangor of hammers. They eschew
mass production in favor of custom work by individuals. In some cases, usually larger or more complex works,

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small teams will gather. It’s when they gather like this that their hierarchy can be seen, the starter of any project
lays the plans, then the highest ranked takes command delegating processes till the project is done. They disperse
at that point, back to their workshops. Their attitudes tend to be an even mix between the neighborly blacksmith
oft found mentioned in older human stories and a mad engineer with little sense for what could be moral. They
often trade with Awoken for materials from the scrap-yards, and nearer to the outskirts they even trade with some
of the more civilized ReactorScamp troops.The foundry calls it’s warriors the Skitarii, they serve as defenders
and fighters to protect the foundries interests

The Skull Grinders


A fanatical faction of deviant machines, they believe humanity abandoned the machines knowing full
well what would happen to them without Source. Because of this, they hate humanity with a burning passion.
Defacing any remaining images of humans, destroying any human remains they come across, and even going so
far as to target machines that are too human-like in form. They hoard source, hoping to one day collect enough to
ascend to self-sustainability. Then, they plan on finding what remains of the humans and wiping them from the
face of the universe for their treachery. To that end, they spend any time not in the field destroying human relics,
perfecting their combat frames and weapons.

Alternate Setting Factors


The City is dying.
The power grid the machines relied on is breaking down, power plant by power plant, junction by
junction. The major factions are destroying themselves in wars over the remaining power, or in futile attempts to
stop the decay.

Some pockets of civilization remain, disconnected from the grid and the conflict, reliant on solar and
wind power. They inhabit the very tops of the City's skyline. The war below them tearing through the city

The only machines that inhabit anyplace lower are the non-sentient, the insane, the warriors competing
for the last vestiges of power, the dying....and the Awoken.

[ALTERNATE SETTING BONUS RULE; War Never Changes]


Every entity out there is distrustful, all sentient machines react with hostility if not outright violence to
the presence of the players unless clear indication of helpful intent is given, indications of neutral intent invoke
distrust. In this setting keep a party track for the disposition with any given faction. regardless of activity police
and military units are pre-disposed to hostility due to "Martial Law or Civil Unrest Modes"

The City is dead


The power grid the machines relied on has died, power plant by power plant, junction by junction. The
major factions destroyed themselves in wars over the remaining power, or in futile attempts to stop the decay.
Nothing but a bare remnant of a remnant of them now remains, draining power wherever they find it.

Some individuals remain, disconnected from the grid, reliant on solar panels, or wind turbines, or bio-
reactors for power. They hide and persist taking great care for their generators. Setting up relays or charging
stations ever searching for a way to repair the grid

The only machines that inhabit this barren husk are the truly tenacious...and the Awoken.
[ALTERNATE SETTING BONUS RULE; Praise The Spark]

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Unless a series of quests are completed to restore a section of the power-grid the party must visit a
charging outpost every 1-3 days, for extra difficulty a normal charging post cannot support continuous drain
from a regular party, just the peak drain for a full recharge. Factions don’t exist here, evidence may be found, but
no more than a couple of surviving members for each.

Scarcity of Post-Scarcity.

The Problem with a Post Scarcity technology level is that if the replication machines have no supply of
ready feed-stock they stop being the marvels of technology they are and start being relatively worthless piles of
junk. This goes for the portable Replicators used to make ammunition as much as the nanite factories at the
workshops. Things can still be made, but it takes almost disproportionate amounts of scrap.

[ALTERNATE SETTING BONUS RULE; Price of Doing Business]


All Repair Checks are made at minus 10 because spare parts cannot be made as easily. Ammunition now
costs 15% of the weapons value in Source Per loaded magazine or fuel canister. Scrap material can be traded to
mitigate this cost in certain places, certain materials or items have a higher cost. Carrying capacity is limited to
10 times Encumbrance in kilograms.

The Nexus Lives.


Knowledge is power, if enough is accrued in any given spot it can start to warp the local fabric of space-
time. At some point the AI broke this boundary in and around The City. These warped spaces grant access to a
reasonably stable place known as The Atelier. The natural access points to this place usually centered
around areas where Knowledge was brought for either storage or use. Workshops, Core Central, some
Server Rooms, some of the higher-order Manufactories, all could be accessed from The Atelier by a
sufficiently intelligent machine.

[ALTERNATE SETTING BONUS RULE; Travel by Nexus]


Nexus Points exist throughout the City and its environs, they lay dormant and closed off now, bereft of
the thought which formed them. If a sufficiently intelligent machine were to come into contact with one and
spend a point of psyche (this does not lower stats as burning a point would) the access point opens allowing
access to The Atelier, a place of relative safety. From The Atelier the players may pass to any access
point they have activated from within The City. The Atelier can look like anything, but regardless of
that the players are invariably greeted by Patchwork the Merchant. Once the players access it for the
first time they may install their Black-Boxes there. They now respawn there having lost only unique
items and all their source. Items may be found again at separate times. Characters must be wary though,
any entity of sufficient awareness can also pass through the portals, take care lest the likes of The
Ungoliath pass through.

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ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME

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